One week. That’s all that remains until our Kickstarter ends -- just seven days! This time next week, we’ll be starting up our livestream (stay tuned for details) to wrap up the final hours of our campaign, and revealing the winners of the community vote for Call’s design (reminder: that vote begins this Friday!)!

We’ve come so far in the last three weeks: getting funded and blasting through seven stretch goals (and counting!), reading thousands upon thousands of your comments, tweets, and messages on Facebook, and of course enjoying all your songs, videos, and incredible pieces of fan art!

We begin with a special section devoted to a trend we’ve noticed in fan art lately -- or maybe we should say a subject we’ve been noticing: Mighty No. 3! It seems the community has been electrified by our one and only female Mighty No. boss ever since her debut last week. Check it out!

(above) We’re still accepting #MightySalutes to our official Twitter account at @MightyNo9 -- just send a pic of yourself with that hashtag and you might see your mug, along with your fellow Beckers, someplace soon!

OTHER FEEDBACK

We’re very proud to announce the addition of a new partner to the Mighty No. 9 rewards team: Udon Entertainment!

These guys and gals are recognized as the gold standard when it comes to video game art books (Dark Souls: Design Works, The History of Sonic the Hedgehog -- we even saw a ton of fans at PAX toting their amazing MM25: Mega Man & Mega Man X Official Complete Works tome!), so we’re thrilled to have them on board, handling the layout of all versions of our English strategy guide/art book. If you don’t know how good this news is, check out some of the stuff on their site -- with their help, our book is gonna be something really special!

We’ve heard all your requests for an automatic counter to show the total amount of money raised via PayPal, since it’s not reflected in the Kickstarter total at the top of the front page. We’re working with the guys at Humble Bundle on this and hope to have something this week. In the meantime, we’re manually counting the PayPal funds (which is not easy, BTW!) and updating the total at least once a day on the front page, near the top where the PayPal notification is.

PRESS CLIPPINGS

Remember: just seven days left until the Mighty No. 9 Kickstarter is over! We’ve got a lot of goodies planned for this final week on our end, but ultimately how far we can go will be up to all of you, just as it has been so far!

Thank you so much for your tweets, your Facebook posts and likes and shares, your blogs, your messages, your videos -- everything you are doing to let the world know that there’s just one week left for us to hit as many stretch goals as we can, and make Mighty No. 9 the best game we possibly can!

We leave you, as always, with another fantastic inspirational piece from the Mighty No. 9 community:

MIGHTY NO. 9 COMMUNITY SPOTLIGHT!

Does the name Simon S. Andersen ring a bell? If you’ve been following our previous Communi-Tuesday updates, you definitely know his work -- maybe you’d recognize his pen name/twitter handle, @snakepixel?

From the very start of our Kickstarter campaign, snakepixel has been producing OUTSTANDING Mighty No. 9 artwork, week after week. The whole community -- including the team here -- have been just in awe of his talent and productivity. In case you missed any of his works:

We wanted to take this chance to say thanks, and hopefully give a little bit of the love he’s shown us and our community back his way! You see, snakepixel is more than just an artist -- he also runs D-Pad Studio, where he’s working on a game of his own: the upcoming Owlboy, a vertical scrolling platform adventure that looks amazing! Just check out the wonderful character artwork and gorgeous pixel work here:

So please, join us in taking a moment to learn more about Owlboy and D-Pad Studio by visiting the following links, and let both snakepixel and all your friends know what you think! (｀_´)ゞ

If one of the Mighty No. bosses isn't going to be a Spiked Wall Man, I will be very disappointed. xD But seriously, this stuff is amazing, and with all of this amazing dedication from the fans, I can't imagine how great the actual game will be! Keep it up, guys! :D

cont.
Although if it's like Megaman, "killing" these robots wouldn't be a thing anyway, because reploids with a soul were only developed by the time of Megaman X. I'm not saying it's automatically just like in Megaman, but that's one thing I'd like they did with with Mighty No. 9: have the Mighties be too indeveleped for proper emotions. I'd like them to be AI's that are capable of reason, but still can't grasp humanity in the full (until later in the franchise). That kind of rational dissonance while trying to coexist with humans could even be the one of the openings for the rampage virus to set in.

@Nathan Sanchez
That could be well be a central conflict in the game, though. Beginning with the desperation of doing ill deeds that need to be done, but finding a solution in the end. A feature with the xel, for example, that would allow the Mighties to live on.

Either way I hope the story is going to be mostly implicit in this game, like it originally was in Megaman. No narrative-heavy cutscenes or even detailed, written story in-game anywhere, just the gameplay and the visuals to spark our imagination. Then, if Inafune wants to really flesh out the story, he can leave that for sequels. It doesn't have to be quite as stripped as the NES hardware would dictate back in the day, but for the most part I'd like to see the Mighty No. 9 canon go through a gestation period, and I'd like to see this particular game become simplistic and approachable like the nostalgia bait I want it to be.

Also, I had an idea for the music. Somewhere in this kickstarter, I have heard the idea of using 8-bit music for the soundtrack, but I have a different idea. What if we have songs that use both modern and classic styles of music at the same time, with one style supporting the other? I found a good example of this with a remix of a Final Fantasy song.

Hello! I'm a new official backer!
Anyway, I wanted to ask about something. Around the time this project was announced, I started to design an antagonist for this, and I based a lot of his looks on the example. However, I noticed that all the examples are human. This could be a problem because I made my design a cyborg (yeah, a cyborg, hope I spelled it right!). I don't want to shove this idea down anyone's throats, but at the same time I want to be ready for the contest. Should I change my design?

Can we please change the stretch goal for PS4 and Xbone version to something else?

We already pandered to console jockeys who swore up and down that if you brought it lower on the stretch goal totem pole they would all drastically chip in and all we got was at best $150k.

Let's not waste another stretch goal on something useless. Having PC and all current console versions is more than enough to make sure everyone gets a chance to play the game. PS4 and Xbone versions are a waste of time and resources.

Yes, they are just robots, but it's still rare to see a female model of them that is actually dangerous and breaking the stereotypes of dangerous robots all being guys. This is why Call has such a huge following and why people want her playable. This is why Splash Woman was such a big deal when MM9 came out. Same for Leviathan in the Zero series.

If nothing else, imagine Glados from Portal with a male sounding voice. Not pretty is it?

That being said, we still have no idea what No. 4 and No. 7 are. Hopefully one of them will be female as well. And let's get that Beck and Call co-op mode unlocked people! We can do it!

Superbacker

Hmmm interesting announcement about the Udon people. Might have to check them out and think about upgrading to the hardcover artbook (which is admittedly a surprisingly steep increase in donation level...). I do wish there was more visual evidence of how it will eventually turn out though..

Superbacker

@João If one of those next two ??? is a local co-op, then yes. At the moment, I think the answer is no. I have tried to sell the idea how to implement the local co-op without the need of expensive split screen feature, but so far I think my tactic hasn't been working :) I think we'll hear after we reach the next stretched goal.

Relating to the topic, Udon does really great artbooks. Nice that you have partnered with them! Received my MM25 artbook somedays ago, but haven't had time to read it through yet.